Duel-Cursed Wrecker / Haunted Oracle! Help me make this work!


Advice


So I'm currently going to be jumping into a RotRL campaign at level 4. I'm playing with a fairly inexperienced party so I usually come up with a few characters before the first session and then choose one of my selections that best compliments the party. Now for this character I rolled a 11, 18, 17, 15, 13, and 15. These stats can be moved around and do not have to be in this order. I also have 6000 gp to spend on equipment.

I thought it would be really fun to try out a Human Duel-Cursed Wrecker/Haunted Oracle for a RotRL campaign. I have my mind set on having him have the Dark Tapestry mystery and having spouts of insanity during the session. Unfortunately, I have no idea how I can build him. He will most likely take the role of the party controller if I do end up playing him. I currently need help with feats and equipment as I have no idea what to add onto this guy. All help is appreciated!


Malusiocus wrote:

So I'm currently going to be jumping into a RotRL campaign at level 4. I rolled a 11, 18, 17, 15, 13, and 15.

I thought it would be really fun to try out a Human Duel-Cursed Wrecker/Haunted Oracle for a RotRL campaign. I have my mind set on having him have the Dark Tapestry mystery

Awesome. Avoid held gear (including weapons) entirely. Advance haunted curse.

Build:

Str 11
Dex 15
Con 18
Int 13
Wis 15
Cha 20 (+2R +1L)

1: Toughness, Human Bonus: Improved Unarmed Strike, Revelation: Brain Drain
2:
3: Persistent Spell, Revelation: Misfortune
4: +1 cha (already added)
(future)
5: Bouncing Spell, Revelation: Interstellar Void
6:
7: Quicken Spell, Revelation: Gift of Madness

Traits: Magical Lineage (doom), Wayang Spellhunter (doom)

Spells:
0: mage hand (b), ghost sound (b), +6 of your choice
1: ill omen (b), entropic shield, doom, murderous command, cure light wounds (b), +1 FCB
2: oracle's burden (b), cure moderate wounds (b), disfiguring touch

Grab 3 hp, then use your FCB to buy more spells for the rest of your career. Due to the large number of spell slots you'll have, a quickened doom will help your debuffs to stick without using misfortune until you plan to land either Interstellar Void or Gift of Madness.

Gear: +2 cha headband if the DM allows, and some decent armor. Venerate a deity of destruction and cap disable device to break traps by touch. Genuinely avoid direct confrontation, debuff and cripple opponents so they can't make saves against anything.

The 51 hp you've got will allow you to take more than a few hits. You'll probably want to fill in restorative utility spells with your FCB bonus spells known. Take advantage of your high DC's and ability to reduce saves to target spells against enemy high saves and still get them.

I'm sure others can do better.


Arksangiel wrote:
Malusiocus wrote:

So I'm currently going to be jumping into a RotRL campaign at level 4. I rolled a 11, 18, 17, 15, 13, and 15.

I thought it would be really fun to try out a Human Duel-Cursed Wrecker/Haunted Oracle for a RotRL campaign. I have my mind set on having him have the Dark Tapestry mystery

Awesome. Avoid held gear (including weapons) entirely. Advance haunted curse.

** spoiler omitted **

I'm sure others can do better.

Thanks! I have to make a few adjustments as we don't play with traits and the Duel-Cursed Archetype changes out mystery spells I would be getting. I'm also having Wrecker be my primary curse so I wouldn't get mage hand and ghost sound. I'm starting to realize that may build may be too specific to get more advice on. I would be willing to change a few things around with it as long as I still ended up with my creepy doom-sayer character with his multiple personalities.

Scarab Sages

I've not heard of a duel cursed oracle archetype. Do you have to always challenge foes to duel?

And are you sure it stacks with Dual cursed, as I see you have two curses.


You get all the benefits and penalties of the curse at first level, regardless of whether it advances or not, so you would get mage hand and ghost sound, but not anything else later on.

The wrecker curse abilities lend themselves to melee combat, surprisingly enough.

With Dark Tapestry, the Many Forms revelation allows you to Alter Self into something with natural weapons (like a troglodyte), so take Power Attack and Improved Sunder (put the 18 in strength and maybe with the human bonus, the 17 in Cha +1 at level 4), you can focus on sundering enemy items (particularly since you reduce hardness at 5th). This gives you the option to go in melee for short stints but still allows you to hang back and cast spells or use your other revelation(s).

So at 5th, for up to 5 minutes, you'll have a 22 strength (20 base +2 alter self), 3 attacks/sunders per round (claw/claw/bite), and reduce hardness of objects by 5 (meaning your strikes will do more damage to the object). At 4th, you'll only get 4 minutes and not reduce hardness, but the rest is still golden.

EDIT: Don't forget to add Make Whole and Mending to your spells known, so as not to annoy the rest of the party by trashing the potential treasure.

Scarab Sages

Sorry about my eariler post, dual/duel is a peeve of mine and it bring out my snark. I'd remove the post, but it's been over an hour.

Serious advice, you may want to go Aasimar, Elf or Half Elf instead of human. The FCB is VERY good with Many Forms, Angel-booded assimar has perfect stats for a melee oracle, and Alter self as a SLA for an extra use of Troglodyte form. Scion of Humanity and you can still be "Human" for everything that matters.


Imbicatus wrote:

Sorry about my eariler post, dual/duel is a peeve of mine and it bring out my snark. I'd remove the post, but it's been over an hour.

Serious advice, you may want to go Aasimar, Elf or Half Elf instead of human. The FCB is VERY good with Many Forms, Angel-booded assimar has perfect stats for a melee oracle, and Alter self as a SLA for an extra use of Troglodyte form. Scion of Humanity and you can still be "Human" for everything that matters.

It's all good, I would have probably made the same call if I saw someone make a mistake like that. People using there instead of their bugs me.

I'll look into the angel-blooded aasimar. I never really considered having this be a melee fighter, but I also never though that this character would be viable in melee.

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